[D] TvT Ghost first build revised - Page 3
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Melix
United States89 Posts
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Aoi_10
United States155 Posts
On May 27 2011 06:06 Melix wrote: What do you do if the opponent has walled-in? I know it's less common in TvT but many still do. It would take forever for that small force to break through a wall-in. Do you just turn around at that point? Depends what they have inside the wall. If just marines, sic the scv's on one of the supply depots, snipe the marines, and take down the depo. If they have a tank, run away. (Then ask them in chat why they walled off if they made such a fast tank.) | ||
Kostoglotov
France28 Posts
On May 27 2011 03:06 Captain Soban wrote: I can see how that would delay the push by 30 seconds for switching up the unit build times. However, for gas requirement (and extra 75) will delay the start time of the marauder by 40 seconds (mining @ 114/minute), which will take an additional 30 seconds to build, putting the total push time back a whole 70 seconds. I feel like that is too late. Replay? Reaper/ghost : Ghost is out at 4:55 Reaper/marauder/ghost : Ghost is out at 5:07 Ghost is out at 5:10 The first two games are pre-patch, but the timing si basically the same, just put down your second refinery a bit later and you'll have 50 minerals instead of 50 gas to pay for a 200/100 ghost instead of a 150/150 one. This timing is a bit later than the OP's one, but I'm more comfortable with it. The reaper deals great damage and can give vision on high ground, the marauder tanks way better than the two marines and his slow can be useful (against hellions or scv). Those two units also destroy a supply depot very fast (if there is a choke wall-in), and they can even take down a bunker if there is only one or two marines inside (it happens sometimes). But I should try the OP version, it seems very decent too. | ||
DrLOAC
United States53 Posts
I found that if Terran has walled off the nuke will bring it down. With a scan or using the reapers for vision you can out range the tank with the nuke. | ||
Nemasyst.598
United States285 Posts
I used this in a few ladder games and came out like 5-20 food ahead in some games, and taught this to one of my bronze friends and he slaughters every TvT lol Sweet post! | ||
terranghost
United States980 Posts
My experiences with ghost first builds usually only end up with success on shorter rush distance maps. (Even though ghost first builds are fun as hell when they work.) A hellion was already out when you first attacked. So if your opponent builds a tech lab on the rax and flies the factory over to it (assuming 2 sec flight time) that leaves you 13 seconds before the first tank would be out. That is not a huge window of opportunity to say the least. | ||
Salts
Canada32 Posts
On top of that, even when your opponent doesn't do one of those three things, you really aren't going to do enough damage to make that early push worth it. At best, you'll break even, and you'll lose every unit you brought with you while you're at it. It's a high risk, low reward build. [edit]: I will say, however, (even if what I'm about to suggest were to work I still wouldn't do this for the reasons I mentioned above) that I would be interested in seeing how bunker rushing would fare if you were able to simply waltz into your opponent's base like you did in the replay you provided. You did bring two SCVs with you, after all, and they didn't seem to do much besides die. Why not make them more useful? | ||
terranghost
United States980 Posts
Watching the replay again he could have afforded an earlier scout (even before depo) without messing up any of the timinigs. If the other guy walls off scouting that early will let you see it in advance before your rax finishes. If you can't scout all potential spawn locations by that time then the map is probably too large to do a ghost opening anyway. Bunker at top can mess with the timings of the person who builds the bunker simply spreading out your marines at the top of the ramp can help vs hellion openings so the only opening your opponent could do off the top of my head I can think of that a bunker would be helpful in defense would be bio. So if they throw down a bunker you have done temporarily damage as they are down 100 minerals (temporarily) that could be used on something else. Think about it this way if you engineering bay block a zerg hatchery but don't complete the bay and cancel it when its about to die. Think about what you can't build or what it slows down 125 and 100 are not too different in start up costs. Canceling an Ebay should give you 94 minerals back (75% of 125) and salvaging a bunker is 75. But I don't see many people suggesting that an ebay doesn't hurt the terran too. And if they open bio you already have your factory on the way and ghosts for emp on medivacs later in the game to prevent the overstimming of a bio army. When you do the push with 2 marines a ghost and 2 scvs and you see a shitton of infantry you know they opened bio you can just fall back. They won't have stim yet so your units will be just as fast as theirs. If you feel nervous you can throw down a bunker at that time. | ||
Captain Soban
United States119 Posts
IMO, fast ghost builds in TvT are too reliant on your opponent not doing at least one of three things: Maybe, but I still stand by the fact that I'm ok without causing any damage. I've got some pretty useful tech for preforming Terran odd-jobs. walling off Just shoot the wall brah. They can't send scv's to repair or marines if they have <7ish– and you can take out a depot before a tank can pop. or you find yourself in a position in which you can break a tank contain with nukes This never, ever happens. First off, you simply can't break a contain with nukes, it doesn't work. Second, they won't have enough of a tank number advantage over you if your playing right to set up a contain. which fails to be useful Ghost dropsharassment defense Nuke pressure emp medivacs snipe marines snipe scvs force scans force detection etc. On top of that, even when your opponent doesn't do one of those three things, you really aren't going to do enough damage to make that early push worth it. At best, you'll break even, and you'll lose every unit you brought with you while you're at it. You clearly didn't read the OP. You only lose all your units if they decide to pull scvs, and if they do, you can get about 7 if you play your cards right. I'd trade that small force for the econ lead that early in the game any day. Why not make them more useful? No decent Terran will ever– ever let you finish a bunker in their base under the circumstances. | ||
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